Here is example of of my attempt to use layers to fix the problem: http://www.ceesam.net/temp/clipping2/ . I use pivot points(mesh position) to figure out which is the closest one, but as we all see, that algorithm isn't doing the job properly :| With more clever sorting this could work.
On Apr 20, 9:47 am, ceesam <[email protected]> wrote: > the fix worked fine in haxe also, thanks katopz :) > > The thing is that alongside with other neat things you can do with > layers, I was trying to fix severe polygon clipping problems, but I > wasn't too successful. I'm getting pretty frustrated trying to fix z- > sorting by adding tons of new triangles "into right places". I had > huge problems with my last projectwww.fantasiarakenne.fi > (papervision3d) and now even more problems with my new > onewww.ceesam.net/temp/clipping/were i wanted to see how away3dlite > performs on top of haxe. > > I feel that the z-sorting is something which need to be solved, it > seems _everyone_ is having broblems with it. I was checking out > depthmap based per pixel z-sorting demo > athttp://kode80.com/2009/10/26/per-pixel-depth-clipping/ > . Even though it has clear artifacts, it is pretty impressive, > although framerate isn't too good. Oh and yes, i tried > QuadrantRenderEngine in papervision and framerate with the latter link > was 2-3, so that really isn't an option. > > Let me know what your take is on with this, I can provide 3d assets > for testing if it helps, and would like to help out in other ways also > if needed. > > Oh and, a bit off topic, but if haxe users are interested in using > jiglib physics engine, I did raw port of it several months ago, you > can find it here:http://bitbucket.org/ceesam/jiglibhaxe/it is not > beautifully written, but it works :) > > cheers, > ceesam > > On Apr 19, 11:52 am, ceesam <[email protected]> wrote: > > > > > Thanks katopz, > > > I'll update it to haxe side and see how it goes. > > > Cheers, > > ceesam > > > On Apr 19, 11:04 am, katopz <[email protected]> wrote: > > > > Seem like we need shared material in this case... > > > so i just did add this "shared material " feature > > > tohttp://away3d.googlecode.com/svn/branches/lite/libs/ > > > it's apply automatically if assign more than one mesh with same material > > > and if it not produce other issue, it'll be apply to trunk later > > > for haxe version, you need to ask someone else, sry > > > > any comment/issue report/more features request is welcome ;) > > > > hth > > > > On 19 April 2010 14:19, <[email protected]> wrote: > > > > > I don't think you can create new instances when declaring you private > > > > vars... > > > > > Sent from my Verizon Wireless BlackBerry > > > > > -----Original Message----- > > > > From: ceesam <[email protected]> > > > > Date: Sun, 18 Apr 2010 23:12:08 > > > > To: Away3D.dev<[email protected]> > > > > Subject: [away3d] Re: Away3Dlite(haxe) layers problem with bitmap and > > > > color > > > > material > > > > > package { > > > > import away3dlite.cameras.HoverCamera3D; > > > > import away3dlite.containers.Scene3D; > > > > import away3dlite.containers.View3D; > > > > import away3dlite.core.render.BasicRenderer; > > > > import away3dlite.core.render.FastRenderer; > > > > import away3dlite.materials.BitmapFileMaterial; > > > > import away3dlite.materials.ColorMaterial; > > > > import away3dlite.materials.WireColorMaterial; > > > > import away3dlite.primitives.Sphere; > > > > > import flash.display.Sprite; > > > > import flash.events.Event; > > > > > public class test extends Sprite > > > > { > > > > > private var camera:HoverCamera3D = new HoverCamera3D(); > > > > private var scene:Scene3D = new Scene3D() > > > > private var view:View3D = new View3D(); > > > > > public function test() > > > > { > > > > camera.panAngle = 45; > > > > camera.tiltAngle = 20; > > > > camera.distance = 600; > > > > > view.camera = camera; > > > > view.scene = scene; > > > > view.renderer = new BasicRenderer(); > > > > > view.x = 100; > > > > view.y = 100; > > > > > addChild(view); > > > > > var mat:BitmapFileMaterial = new > > > > BitmapFileMaterial("test.png"); > > > > > var sphere = new Sphere(mat, 50); > > > > sphere.layer = new Sprite(); > > > > view.addChild(sphere.layer); > > > > view.scene.addChild(sphere); > > > > > var sphere = new Sphere(mat, 20); > > > > sphere.layer = new Sprite(); > > > > view.addChild(sphere.layer); > > > > view.scene.addChild(sphere); > > > > > addEventListener(Event.ENTER_FRAME, loop); > > > > } > > > > > private function loop(e:Event) > > > > { > > > > camera.hover(); > > > > view.render(); > > > > } > > > > } > > > > } > > > > > On Apr 19, 4:23 am, katopz <[email protected]> wrote: > > > > > even branches still fail? plz provide some code that i can copy/paste > > > > > to > > > > > reproduce this issue plz, i'll see what cause that happen > > > > > > thx for your time > > > > > > On 19 April 2010 03:24, ceesam <[email protected]> wrote: > > > > > > > Flash version apparently has the same issue. So it is not just haxe > > > > > > port.. > > > > > > > On Apr 18, 9:37 am, katopz <[email protected]> wrote: > > > > > > > did you try not haxe version? > > > > > > > if yes plz do tryhttp:// > > > > away3d.googlecode.com/svn/branches/lite/libs/ > > > > > > > some issue already fix there for layer and renderer > > > > > > > and do tell me if you still get problem with besicrenderer > > > > > > > and yeah it's not haxe, i just try to separate problem here > > > > > > > thx for report > > > > > > > > cheers > > > > > > > > On 18 April 2010 13:21, ceesam <[email protected]> wrote: > > > > > > > > > Ok here are some images about the problem: > > > > > > > >http://www.ceesam.net/temp/away3dlite-haxe-layer-problem.png > > > > > > > > > On Apr 18, 8:11 am, ceesam <[email protected]> wrote: > > > > > > > > > other way around, works with fastrenderer, but not with > > > > > > basicrenderer, > > > > > > > > > i'll provide few images soon. > > > > > > > > > > On Apr 18, 5:40 am, katopz <[email protected]> wrote: > > > > > > > > > > > you mean it's fine with BasicRendeer and got prob with > > > > FastRenderer > > > > > > > > right? > > > > > > > > > > if that, it's normal behavior for FastRenderer then > > > > > > > > > > > cheers > > > > > > > > > > > On 18 April 2010 04:53, ceesam <[email protected]> wrote: > > > > > > > > > > > > with simplerenderer it is working correctly, i'll start > > > > figuring > > > > > > the > > > > > > > > > > > differences from there. > > > > > > > > > > > > On Apr 17, 10:45 pm, ceesam <[email protected]> wrote: > > > > > > > > > > > > Hello, > > > > > > > > > > > > > There seems to be a problem regarding the usage of layer > > > > > > property > > > > > > > > of > > > > > > > > > > > > mesh/object3d/objectcontainer3d when using same material > > > > for > > > > > > > > different > > > > > > > > > > > > meshes. using separate sprites as layers works fine if > > > > there is > > > > > > no > > > > > > > > > > > > material applied to meshes, but drawing to different > > > > > > > > > > > > layers > > > > > > will > > > > > > > > break > > > > > > > > > > > > between meshes sharing the same bitmap or color > > > > > > > > > > > > material. > > > > if > > > > > > the > > > > > > > > > > > > different meshes have different materials applied to > > > > > > > > > > > > them, > > > > > > > > everything > > > > > > > > > > > > works fine. The problem is that i have tens of meshes > > > > > > > > > > > > which > > > > i > > > > > > want > > > > > > > > to > > > > > > > > > > > > draw on different layers, and i don't want to have that > > > > many > > > > > > > > different > > > > > > > > > > > > texture files. How should i proceed in fixing this, i > > > > > > > > > > > > can > > > > start > > > > > > > > > > > > figuring out the renderer's source, but it just wanted > > > > > > > > > > > > to > > > > know > > > > > > if > > > > > > > > > > > > someone already familiar knows exactly where the problem > > > > is. > > > > > > > > > > > > > This is easily reproducible by using the exLayer > > > > > > > > > > > > example by > > > > > > > > applying > > > > > > > > > > > > same bitmapmaterial to some of the planes or spheres and > > > > > > rotating > > > > > > > > > > > > camera instead of the scene. > > > > > > > > > > > > > Thanks, > > > > > > > > > > > > ceesam > > > > > > > > > > > > > -- > > > > > > > > > > > > Subscription settings: > > > > > > > > > > >http://groups.google.com/group/away3d-dev/subscribe?hl=en > > > > > > > > > > > -- > > > > > > > > > > Regards > > > > > > > > > > ----------------------------------------------------------- > > > > > > > > > > katopz,http://sleepydesign.com > > > > > > > > > > Away3D and JigLibFlash Developer Team > > > > > > > > -- > > > > > > > Regards > > > > > > > ----------------------------------------------------------- > > > > > > > katopz,http://sleepydesign.com > > > > > > > Away3D and JigLibFlash Developer Team > > > > > > -- > > > > > Regards > > > > > ----------------------------------------------------------- > > > > > katopz,http://sleepydesign.com > > > > > Away3D and JigLibFlash Developer Team > > > > -- > > > Regards > > > ----------------------------------------------------------- > > > katopz,http://sleepydesign.com > > > Away3D and JigLibFlash Developer Team > > On Apr 19, 11:04 am, katopz <[email protected]> wrote: > > > Seem like we need shared material in this case... > > so i just did add this "shared material " feature > > tohttp://away3d.googlecode.com/svn/branches/lite/libs/ > > it's apply automatically if assign more than one mesh with same material > > and if it not produce other issue, it'll be apply to trunk later > > for haxe version, you need to ask someone else, sry > > > any comment/issue report/more features request is welcome ;) > > > hth > > > On 19 April 2010 14:19, <[email protected]> wrote: > > > > I don't think you can create new instances when declaring you private > > ... > > read more »
